Gameplay
Cubic Chunks: Reduced lag, infinite height, and more [The #1 Suggestion Thread of all time!][Updated! 6/14]
Poll: Which parts of this system do you like?
Ended May 15, 2014
Poll: Which parts of this system do you NOT like?
Ended May 15, 2014
Poll: Do you support this system's implementation overall? (If yes, if
Ended May 15, 2014
At any rate, I'm glad to see that this is still moving along! Can't wait to build massive skyscrapers kilometers tall
Interesting thought: Maybe at like Y=5000 or something, if you happen to build that high in survival, you could start taking random suffocation damage, since at that height there shouldn't be any air. But hey it's minecraft, who cares? Still a suggestion anyway.
@CptSpaceToaster, nice colored lights mod
I fully support the idea
^^^^ Click it! You know you want to...
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Curse PremiumActually, I would love to see a integrated intel optimizer.
My machine has two cards: Hd 3000, and Amd 6750m. I've been told that the "m" is the key point.
Minecraft runs just as fast in either mode. And the 6750 gets hot and consumes power if it's used. I don't even see a speed benefit from having the real vram in use instead of system ram.
If you could make something that can consistently get 60 fps and then rest, that would be wonderful. Right now I either toggle between 30 and 60, or if I disable vsync, I generally get 40-48 in complicated areas, and 60 in simple ones.
But ... Requiring optifine? I don't know what it is, but in 16x, optifine is messing up mod rendering badly -- heck, it messes up rendering of vanilla railroad tracks last time I tried using it.
(Someone tried to explain optifine's problems to me ... something about not saving and restoring graphics contexts correctly, not leaving the drawing state as expected. Please don't ask me to explain it.)
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
For the most part I support this, Its an amazing idea, I have thought back to this plenty of times.
A Round world
Problem- Completely ruins the infinite world in all directions
Half-advantage- Tid bit more realistic
Adcantage- you can have half the world in sunlight and the other half in darkness.
Possibilities- you could have a cave system connected from one end of the world to the other and the "moon" could be the end, with the dragon stuck on it and you could sorta have a outter space deal.
And as the center of the world, you could still have a lava core and maybe use that as a giant portal and either pass through it or if it kills you and transport you to the nether
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Curse Premiumalso you should check out Tall Worlds
Actually, the lighting problems seem to be getting worked out. Just check in the last few pages. There has been discussion on how this concept could be tweaked to work properly.
I do believe this is the best mod in minecraft (besides world edit) and it will probably stay that way. This literally changes the way this game works, and i cant wait to have it especially for 1.6.4. I love making 1:1 scale cities such as New York but the height map is always the problem. Thanks to everyone who is contributing to this!
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Curse PremiumNote that this Post is written for the programmers in this thread.
Things might go deep into technical details.
Time to read!
I just got the crazy Idea of keeping the 'column' principle for the chunk-system, but allow to dynamically load/unload chunk-sections from it as needed.
That would cut ONE problem away:
Iterating trough the massive list of 3D-chunks that would have to be kept in a list while updating the heightmap.
If you where to keep all the cubic-chunks in a single list (or split up by cubic regions), you will have the problem that iterating a set of them in a column takes a ton of time, since you need to go trough that list of chunks and find all the chunks that are one the given x+z corrdinate. And now think of what happens if there is a real hellton of chunks loaded, like a few ten-thousand. For one, to do the updates for all these chunks, you will have to iterate trough that collection and update all of them, which takes time (a lot of it). Because of that the entire server will start lagging, which is bad.
So.. here is an Idea:
Use a column system, but with a few differences from the one we have right now.
To iterate trough a column of chunks, you can simply take the column and go trough all the chunks, loading them on your way down/up if you need to, also simply reading a 'empty'-flag and skipping the chunk if it is empty. If you need to do sky-lighting updates, you will have to go trough the column of chunks from top to bottom as always, but if you hit a chunk that is empty, and all its neighbours are empty too, you skip it, and go to the next one, but mark the chunk with a 'Dirty Skylight'-flag. If a player now places a block in/around that one chunk, the lighting information will be calculated given the chunks above (around?) this one, and we really calculate only this one and the other 'Dirty Skylight'-chunks around the changed block. What do we get? We get a hell of a performance boost, since we no longer have to go trough every single block while going from 100K above the ground down to the ground.
Only thing I have not figured out yet: What to do with the shadows? They have to be calculated too somehow.
The next-best solution I can think of:
Use some kind of 'bitmap' to determine what skylight-level should be calculated downwards, updating this bitmap while iterating down if we hit transparent/opaque blocks, practically using it as some kind of 'fill mask' for sky-lighting.
Woah... Wall-Of-Text.
Tell me what you think!
Have a nice day!
- Longor1996
Nah, just messin' with you.
This is actually remarkably similar to what CptSpaceToaster was discussing a few pages back on how to fix the lightmap issue, as well as what someone else posted during his involvement in figuring out some of the other problems. So it seems like this is the go-to for the lighting issue.
Now then, as to the chunk column idea, this is essentially what Minecraft already does, in a sense, just more efficient. It seems like it could be the infant stage of the cubic chunks mod being implemented.
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Curse PremiumThis would in fact create a 'Doughnut'-World.
Just try to imagine how it would look like if you took a sheet of paper and formed it so the opposite edges are connected.
The only way to do it, without cutting the paper and pretending you could stretch the paper in any way you want, is to make it into a 'Doughnut'.
As aaronfranke said:
It's impossible to make a sphere out of cubes.
(Maybe in a few dozen years!)
Minecraft is based solely on Java for code, Json for meta-data, and several binary formats for different information storage use-cases (NBT, PNG, OGG).
I know all of them, expect OGG (Sounds/Music).
Mind that there is no way to completely know 'Java', as the language and its standard-library combined are too much to understand.
I think I will try to implement the thing I talked about in my last post in my (private/in-dev) voxel-engine. Should be easy enough without breaking everything.
Have a nice day.
- Longor1996
Well, if we had an infinite number of cubes, each individual cube would be (1/infinity) of the total volume that all the cubes took up. Any number divided by infinity (besides zero (infinity is a concept, not a number, but is also an exception to this rule)) is zero, so each cube now has zero volume on the scale we assume we are now working (infinite). If each cube has zero volume, it is a single point, and an infinite number of points can be used to make a sphere, so if we had an infinite number of cubes, we could make a true sphere in Minecraft.
You could have the sun move across the world horizontally in the -Z direction (aka going West) but render it differently based on a player's distance from the sun. So that when a player is nearest to the sun, it renders at it's highest point and as the player travels further away it renders lower in the sky, just as if the player is transitioning timezones on a round world. Likewise with the moon as it's opposite the sun in it's rotation. The speed of the sun's perpetual westward journey as well as how quickly it rises/falls would scale with the size of the world.
This is going off topic though.
Edit: Heck if you include the distance in the Z direction in the the sun height/moon height rendering so long as you take the absolute value of the player's z position. In other words to a player standing at the most extreme Z value (i.e. the "poles") half of each the sun and moon would be visible on the edge of the horizon and would appear to rotate around the player if he were to wait around and watch them move.
Ah, no wait, they wouldn't look like that at all! Instead either the sun or the moon would appear twice on both sides of the horizon traveling steadily east... dip below the horizon and trade places with the moon depending on time of day... I think. I'm having trouble imagining it.